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Caligni Defender

Creature 8 (rare) — caligni, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilShadeLANDSUBTERRANEANcaligni

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +16; greater-darkvision
Languages caligni, sakvroth
Skills acrobatics +17, athletics +18, intimidation +16, stealth +17, survival +16
Str
+4
Dex
+5
Con
+1
Int
-1
Wis
+2
Cha
+2
Items Shortbow, Chain Mail, Black Smear Poison (2)
AC 28 Fort +13 Ref +19 Will +16
HP 125 (death flame)
Speed 25 feet

Offense

Melee Shortsword (agile, finesse, versatile-s) +19, Damage 1d6+8 piercing plus Black Smear Poison
Ranged Shortbow (deadly-d10, reload-0) +19, range increment 60 feet, Damage 1d6+8 piercing plus Black Smear Poison

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Attack of Opportunity
Bravery — When the caligni defender rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.
Death Flame (light) — When the caligni defender dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 26 Reflex save). Their gear and treasure are unaffected by the flames and are left in a pile where they died.
Black Smear Poison — Many calignis use a debilitating poison crafted from subterranean fungi.

Saving Throw DC 16 Fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Enfeebled 1 (1 round)

Stage 2 As stage 1

Stage 3 1d6 poison damage, and Enfeebled 2 (1 round)
Shoulder to Shoulder — When adjacent to one or more defenders they can see, the defender deals an additional 2d6 damage with their Strikes.
Occult Innate Spells DC 24, attack +14
2nd Darkness (At Will), Obscuring Mist (At Will)
Cantrips (2nd) Detect Magic

WORKS WELL WITH

CrasherLAND / SUBTERRANEANThe Crasher's aggressive push draws enemy attention, enabling the Defender's Shoulder to Shoulder damage bonus from adjacency.
MenderLAND / SUBTERRANEANThe Mender sustains the Defender's front-line position while the Defender's Bravery and high Reflex complement the Mender's protective priorities.
WeaverLAND / SUBTERRANEANThe Weaver's area control funnels enemies through the Defender's Attack of Opportunity reach, compounding their zone denial.

PUNISHES

✖ movement✖ clumping✖ low Fortitude
Death Flame burst area makes clustered Anvils dangerous to each other
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #165: Eyes of Empty Death.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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